code refactoring and improvement
add more "Unity" way of handling static object add RequireComponent to ensure that object have mesh and texture add some handling of empty texture on objects removed repetition from code set all formatting to be the same
This commit is contained in:
@@ -8,151 +8,130 @@ using UnityEngine.SceneManagement;
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namespace SplashEdit.RuntimeCode
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{
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[ExecuteInEditMode]
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public class PSXSceneExporter : MonoBehaviour
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{
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private PSXObjectExporter[] _exporters;
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private PSXData _psxData;
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private readonly string _psxDataPath = "Assets/PSXData.asset";
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private Vector2 selectedResolution;
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private bool dualBuffering;
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private bool verticalLayout;
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private List<ProhibitedArea> prohibitedAreas;
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private VRAMPixel[,] vramPixels;
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public void Export()
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[ExecuteInEditMode]
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public class PSXSceneExporter : MonoBehaviour
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{
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LoadData();
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_exporters = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
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foreach (PSXObjectExporter exp in _exporters)
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{
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exp.CreatePSXTexture2D();
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exp.CreatePSXMesh();
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}
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PackTextures();
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ExportFile();
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}
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private PSXObjectExporter[] _exporters;
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void PackTextures()
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{
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private PSXData _psxData;
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private readonly string _psxDataPath = "Assets/PSXData.asset";
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Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y);
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Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y)
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: new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y);
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private Vector2 selectedResolution;
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private bool dualBuffering;
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private bool verticalLayout;
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private List<ProhibitedArea> prohibitedAreas;
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private VRAMPixel[,] vramPixels;
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List<Rect> framebuffers = new List<Rect> { buffer1 };
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if (dualBuffering)
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{
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framebuffers.Add(buffer2);
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}
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VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
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var packed = tp.PackTexturesIntoVRAM(_exporters);
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_exporters = packed.processedObjects;
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vramPixels = packed._vramPixels;
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}
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void ExportFile()
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{
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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int totalFaces = 0;
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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// VramPixels are always 1MB
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for (int y = 0; y < vramPixels.GetLength(1); y++)
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public void Export()
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{
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for (int x = 0; x < vramPixels.GetLength(0); x++)
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{
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writer.Write(vramPixels[x, y].Pack());
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}
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LoadData();
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_exporters = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
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foreach (PSXObjectExporter exp in _exporters)
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{
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exp.CreatePSXTexture2D();
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exp.CreatePSXMesh();
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}
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PackTextures();
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ExportFile();
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}
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writer.Write((ushort)_exporters.Length);
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foreach (PSXObjectExporter exporter in _exporters)
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void PackTextures()
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{
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int expander = 16 / ((int)exporter.Texture.BitDepth);
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Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y);
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Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y)
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: new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y);
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totalFaces += exporter.Mesh.Triangles.Count;
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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writer.Write((byte)exporter.Texture.BitDepth);
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writer.Write((byte)exporter.Texture.TexpageX);
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writer.Write((byte)exporter.Texture.TexpageY);
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writer.Write((ushort)exporter.Texture.ClutPackingX);
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writer.Write((ushort)exporter.Texture.ClutPackingY);
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writer.Write((byte)0);
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foreach (Tri tri in exporter.Mesh.Triangles)
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{
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writer.Write((short)tri.v0.vx);
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writer.Write((short)tri.v0.vy);
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writer.Write((short)tri.v0.vz);
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writer.Write((short)tri.v0.nx);
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writer.Write((short)tri.v0.ny);
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writer.Write((short)tri.v0.nz);
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writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v0.r);
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writer.Write((byte) tri.v0.g);
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writer.Write((byte) tri.v0.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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List<Rect> framebuffers = new List<Rect> { buffer1 };
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if (dualBuffering)
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{
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framebuffers.Add(buffer2);
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}
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writer.Write((short)tri.v1.vx);
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writer.Write((short)tri.v1.vy);
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writer.Write((short)tri.v1.vz);
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writer.Write((short)tri.v1.nx);
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writer.Write((short)tri.v1.ny);
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writer.Write((short)tri.v1.nz);
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writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v1.r);
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writer.Write((byte) tri.v1.g);
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writer.Write((byte) tri.v1.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
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var packed = tp.PackTexturesIntoVRAM(_exporters);
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_exporters = packed.processedObjects;
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vramPixels = packed._vramPixels;
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writer.Write((short)tri.v2.vx);
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writer.Write((short)tri.v2.vy);
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writer.Write((short)tri.v2.vz);
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writer.Write((short)tri.v2.nx);
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writer.Write((short)tri.v2.ny);
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writer.Write((short)tri.v2.nz);
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writer.Write((byte)(tri.v2.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v2.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v2.r);
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writer.Write((byte) tri.v2.g);
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writer.Write((byte) tri.v2.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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}
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}
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}
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Debug.Log(totalFaces);
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void ExportFile()
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{
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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int totalFaces = 0;
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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// VramPixels are always 1MB
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for (int y = 0; y < vramPixels.GetLength(1); y++)
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{
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for (int x = 0; x < vramPixels.GetLength(0); x++)
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{
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writer.Write(vramPixels[x, y].Pack());
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}
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}
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writer.Write((ushort)_exporters.Length);
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foreach (PSXObjectExporter exporter in _exporters)
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{
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int expander = 16 / ((int)exporter.Texture.BitDepth);
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totalFaces += exporter.Mesh.Triangles.Count;
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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writer.Write((byte)exporter.Texture.BitDepth);
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writer.Write((byte)exporter.Texture.TexpageX);
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writer.Write((byte)exporter.Texture.TexpageY);
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writer.Write((ushort)exporter.Texture.ClutPackingX);
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writer.Write((ushort)exporter.Texture.ClutPackingY);
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writer.Write((byte)0);
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void writePSXVertex(PSXVertex vertex)
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{
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writer.Write((short)vertex.vx);
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writer.Write((short)vertex.vy);
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writer.Write((short)vertex.vz);
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writer.Write((short)vertex.nx);
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writer.Write((short)vertex.ny);
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writer.Write((short)vertex.nz);
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writer.Write((byte)(vertex.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(vertex.v + exporter.Texture.PackingY));
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writer.Write((byte)vertex.r);
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writer.Write((byte)vertex.g);
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writer.Write((byte)vertex.b);
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for (int i = 0; i < 7; i++) writer.Write((byte)0);
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}
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foreach (Tri tri in exporter.Mesh.Triangles)
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{
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writePSXVertex(tri.v0);
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writePSXVertex(tri.v1);
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writePSXVertex(tri.v2);
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}
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}
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}
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Debug.Log(totalFaces);
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}
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public void LoadData()
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{
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_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
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if (!_psxData)
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{
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_psxData = ScriptableObject.CreateInstance<PSXData>();
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AssetDatabase.CreateAsset(_psxData, _psxDataPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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selectedResolution = _psxData.OutputResolution;
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dualBuffering = _psxData.DualBuffering;
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verticalLayout = _psxData.VerticalBuffering;
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prohibitedAreas = _psxData.ProhibitedAreas;
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}
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void OnDrawGizmos()
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{
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Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true);
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}
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}
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public void LoadData()
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{
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_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
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if (!_psxData)
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{
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_psxData = ScriptableObject.CreateInstance<PSXData>();
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AssetDatabase.CreateAsset(_psxData, _psxDataPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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selectedResolution = _psxData.OutputResolution;
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dualBuffering = _psxData.DualBuffering;
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verticalLayout = _psxData.VerticalBuffering;
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prohibitedAreas = _psxData.ProhibitedAreas;
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}
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void OnDrawGizmos()
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{
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Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true);
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}
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}
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}
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